In this presentation, I would like to show my techniques in modeling hardsurface general assets and weapons, providing examples of each step of the process till the final model textured. I will show very cool techniques to achieve high quality models as you will see on the weapons the Art Team created for one of the Ten Square Games' titles.
2. Hello!
My name’s Pedro Augusto,
I am Senior 3D Artist in
Undead Clash team at TSG!
I’ve been working as a 3D
Artist for more than 21 years,
jumping from Advertising
companies to Game industry
(8-9 years).
Mostly focused on Hard
Surface modeling.
15. Boolean + retopo
This technique consists of
understanding the necessary shapes of
positive or negative volumes in order
to create geometries to be used as a
cut/addition and thus obtain the shape
of the final mesh.
17. Pros: Shape and form are already solved
using this technique.
Cons: You need to retopologize to get proper
mesh for final purpose and it can take hours
of work.
Tip: Don't be cheap, give enough geometry
to the objects before Boolean ops.
Boolean + retopo
30. Boolean + remesh
This technique is similar to
previous one, but without
retopo, instead we use
remesh tools to achieve
final highpoly result.
31. How does this work?
Geometry pieces
for Boolean ops Boolean result
Boolean topology
Nice bevels for
baking normals.
High Poly result
Boolean + remesh
40. Pros: Fast way to achieve high
quality hipoly results / no polygons
nightmares.
Cons: Final mesh can be a little heavy.
Tip: Same as before, don't be cheap!
Boolean + remesh